Production of Implants and Hardwirings

I posted the whole thing in the Assembly Hall, hoping they wont kill it in an instant. The idea is based on my thread in the German forums, for my German readers out there. (The English thread is more advanced than the final German version, though!)

Its content is as follows, but please comment in the forum thread (especially the positive comments, the bad ones preferably here on this blog, where I can delete them), its of more use there than here, as I already know that I am imba. (*laughs*)


Current situation:
T1 implants >> mission rewards / LP shop
T2 implants (pirate implants) >> faction drops
T1 hardwirings >> LP shop / mission drops
T2 hardwirings >> there are none ;)


Needed materials and skills:
T1 implants
– drugs (Crash, Blue Pill, etc, NOT the boosters players can use already)
– gas (mainly the less precious ones, e.g. to be found in high/lowsec. implant production should NOT be an nosec boost)
– skills: Cybernetic Production I, Biology IV

T2 implants
– drugs (introduction of new, more rare drugs, that can be used in t2 production, possibly altering of the drop rates)
– gas (same as with drugs)
– the t1 implant
– a BPC of the t1 implant for invention (+datacores etc, but thats not part of this thread.)
– corpse materials
– skills: Cybernetic Productions IV (just production), Biologic Engineering & Racial Encryption Methods (invention)

T1 hardwirings

– drugs
– gas
– certain moon materials (e.g. Hypersynaptic Fibres)
– skills: Advanced Cybernetic Productions I, Biology V, Drug Manufacturing IV

T2 hardwirings

– rare drugs
– rare gas
– certain moonmats
– t1 hardwiring
– t1 hardwiring bpc (…invention, see t2 implants)
– corpse materials
– skills: Adv. Cybernetic Production IV, Drug Manufacturung V (just production), Biologic Engineering & Racial Encryption Methods (invention)

ALL implants and hardwirings are REMOVED from mission rewards, LP shops, NPC drops etc. Instead the implant/hardwiring BPOs will be offered for LP in the LP shops.
Hardwirings are assigned different races.
Implants are to be found in all LP shops, hardwirings only in the science corporations (those with R&D agents)

Example: Hardwiring XY-200 is Amarr. You only find its BPs in Amarr and Caldari science corps’ LP shops, NOT in Gallente / Minmatar corps. BUT: Caldari corps offers it for 150% of the ISK/LP price (the allied faction = 1.5x the base price)

Corpse materials
Player corpses can be reprocessed in stations with a reprocessing plant, the corpse itself is not destroyed in the process, rather you’d get a ‘Depleted Player’s Corpse’ instead of ‘Player’s Corpse’. So the necrophiliacs still can have their corpses. ^^
When you recycle a corpse, you get certain (to be implemented) fluids, biologic materials. The amount of materials you get depends on the corpse’s previous owner’s amount of SP. The more SP your victim had, the more materials you get.
Thats meant as a protection from players abusing trial accounts etc to generate corpse materials. Also the clone’s prices is a limit to the material’s price: You get more from your corpse than updating the clone costs? Pod yourself!

Currently they’re useless. New drugs have to be implemented to offer a broader variety of materials, also the missions/deadspaces, where they drop (as standard npc loot), have to be overworked (e.g. implementing special structures, namely ‘Drug Lab’s, that drop those drugs en masse). The drugs should drop related to their implant’s race, e.g. drugs needed for minmatar hardwirings drop from Angels/Thukkers.
Missionrunners WILL NOT lose their income, as the implants are just replaced by the raw materials.
Drugs should still be ILLEGAL. So afk hauling of implant production materials wont work. :P (would slightly increase the risk of some highsec activities)

Currently especially the gas in high/lowsec is not worth much, so with an integration into implant production you’d boost gas mining in general.

General changes – implants:
T1 implants, slots 1 – 5: No changes.
T2 implants, ~: Are the current faction (pirate) LOW GRADE imps
Faction implants, ~: The old tier 2 faction imps are the new tier 1 faction imps, additionally there will be new HIGH GRADE imps.

Example, sorted by the side effects’ strength:
HIGH GRADE SNAKE > SNAKE > T2 (former LOW GRADE SNAKE) >> T1 (no side effects)
Basically Lowgrade are re-named to T2, highgrade are added.
Faction imps are still only to be found in faction spawns etc.

General changes – hardwirings:
T1 hardwirings, slots 6-10: Tier 1 1%, tier 2 2%, tier 3% bonus to whatever-effect-it-has.
T2 hardwirings, ~: Corresponding to their t1 variants:
(T1 >> T2)
1% >> 4%
2% >> 5%
3% >> 6%

There are NO faction hardwirings

New Skills: (in italics = already in game)
Cybernetic Productions (Rank 5)
Cybernetics V
-Biology IV
–Science V

Advanced Cybernetic Productions (Rank 8 )
-Cybernetic Productions
Cybernetics V
Biology IV
Science V
Biology V

Biologic Engineering (Rank 6)
Biology V



  1. Brilliant.

  2. There should be stuff requiring specifically male or female corpses. Also, corpses should be stored in special refrigerator containers, otherwise they’ll rot. Also… umm, I think I should stop here.

  3. Cool!

  4. It’s very in depth and well thought out. It seems to maintain the balance of risk/reward and pve/pvp profits. That is important so it doesn’t have to be nerfed later cus it’s not working right. I would def support this.

    • Well, support it in the .com forums – I am thankful for every bump I can get. ^^

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